Animal Lord

Blaze Goldenhoof's page

186 posts. Alias of Angie H.


Full Name

Blaze Goldenhoof

Race

Centaur Barbarian 4 | Insp 0/1 | HP 39/39 | Init +2|

Classes/Levels

AC 13 (15 w/ shield) | Rage/day 2/3 | Saves: S +5, D +1, C +2, I -1, W +1, Ch 0| Athl +5, Intim +2, Perc +3, Stealth +1

About Blaze Goldenhoof

Blaze Goldenhoof
Centaur Barbarian, Path of Wild Magic
Level 4

Background:

Appearance
Blaze’s human half has dark brown skin and long black hair. Her most noticeable features are a large white birthmark on her forehead (for which she was named), and the scar, thick and ropey, on the right side of the head, cutting across her temple and nearly to her eye. Her black hair becomes a mane, which runs down the length of her back to her withers. She usually wears it in small braids. Her large gold hoop earrings, bracelets and necklaces are adorned with claws, teeth, and small bones of enemies she’s killed in combat. She also wears a necklace of small blue river stones because they’re pretty.

Her only clothes is a snug and sturdy leather vest/belt/harness, to which she attaches her pack and her weapons within easy reach of her human hands. She carries a thick fur coat for when it’s cold.

Blaze’s horse half is even darker black, though scars cutting through the short black hair of her coat show signs of frequent battle. Her front, left hoof shines golden, from an enchanted puddle she once stepped in. It aches when it’s cold.
Personality
Blaze is a generally happy person, who thrived in the army. She likes being useful, helping people, and taking orders. She has a hard time remembering those orders, sometimes; after she survived the axe to the head, she hasn’t been quite the same. Blaze isn’t quick to anger, but when something does trigger her rage, it’s best to run away.
Background
Blaze was born in a large herd of centaurs in a valley in the mountains. Her parents are artisans, and she has a younger sister. She grew up happy and well-loved, though she had an aggressive streak her parents didn’t know how to handle.
When she came of age, she decided to join the army. The mountains were full of monsters which frequently attacked the valley, and the next valley over was home to a tribe of orcs who often raided them. Blaze thrived in the army – she liked fitting in with the other soldiers, and the structure and training was good for her. The occasional battles helped channel the rage she often felt.
In one particularly brutal fight, in which the orcs brought some troll friends to the party, Blaze took an axe to the head. She should have died, but her commanding officer rescued her from the battlefield. She spent weeks in a coma.
When she awoke, she discovered that a human cleric, called Malaya, had a hand in healing her. As Blaze recovered, it became clear that army life was no longer for her. She could fight just as ferociously as before, and ready and willing to take orders, but had lost the ability to interpret them correctly - she had become a liability. She had a hard time with her short term memory sometimes, and struggled to understand why her friends and family treated her differently than she remembered.
Thus, when Malaya decided to move on, Blaze offered to accompany her. Malaya was good company, and it helped that she hadn't know Blaze before her injury.
And then, one day, there was the mist...

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DEFENSE
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AC 16, 18 with shield
HP 39

Saving throws
Str: 5
Dex: 1
Con: 5
Int: -1
Wis: 1
Cha: 0
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OFFENSE
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Speed 40 ft.
Melee
Great Axe +5
Damage 1d12+3 (+rage)
+1 magic weapon with Sven's magic

Spear +5
Damage 1d6/1d8 +3 (+rage) versatile (1d8)

Hooves +5
Damage 1d6+3 (+rage)

Unarmed strike +5
Damage = 4

Ranged
Spear +5
Damage 1d6+3 Thrown (range 20/60)

Javelin +5
Damage 1d6+3 Thrown (range 30/120)

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STATISTICS
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Str 17, Dex 12, Con 15, Int 8 Wis 12, Cha 10
Proficiency bonus +2

CLASS FEATURES
Rage: 3/long rest, advantage on STR saving throws and STR checks, resistance to mundane weapon attacks. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
Unarmoured defense: Use AC=DEX+CON bonus when not wearing any armour.
Reckless Attack: You can throw aside all concern for defense, in order to Attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense: You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Magic Awareness: When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wild Surge:Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

wild magic table:

1. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2. You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3. An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4. Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7. Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

RACE FEATURES
Fey. Your creature type is fey, rather than humanoid.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Carry/Lift 600lbs Push/drag 1200lbs

BACKGROUND: Soldier
Infantry in the army
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

FEATS
Great Weapon Master
* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
*Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Personality trait: I like to be helpful and take orders, though I sometimes struggle to interpret or remember those orders.
Ideal: Everybody in the herd has a part to play, and all are important. A soldier risks their lives to protect those who are weaker, and in turn is provided for by the herd.
Bond: My CO saved my life on the battlefield. To this day, I will never leave a friend behind.
Flaw: Respect for authority has been drilled into me, and I will obey the orders of anybody who projects authority, whether or not they have actual authority over me.

SKILLS:
Acrobatics: 1
Animal Handling: 1
*Athletics: 5
Deception: 0
History: -1
Insight: 1
*Intimidation: 2
Investigation: -1
Medicine: 1
Nature: -1
*Perception: 3
Perform: 0
Persuasion: 0
Religion: -1
Sleight of Hand: 1
Stealth: 1
*Survival 3

TOOLS/KITS
Dice: 2
Land Vehicles: 2

Languages: Common, Sylvan
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GEAR/POSSESSIONS
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Shield
Great Axe
Spear
Javelin x4
Explorer pack
Dice
Insignia of rank
healing potion